Mana Curve

Vyndresh Warlock Deck

Highly synergized deck built around Blood Imps, Young Priestesses and cheap drops.

Strategy

Built around a lot of cheap pulls and a good deal of buffing. The crafting cost may seem considerable, but in all honesty, the 2 legendaries are where the bulk of the dust comes from. There are alternatives, but Ragnaros is fairly important. Most of the commons you will probably have from decks

2x Young Priestess and 2x Blood Imp means you could have a 4+hp bonus after each turn - this can get way out of hand for a hero-facerush deck. The fact that they are 1 mana apiece means you can drop them by 3rd round and then have mana to spare. Supposing you don't get them by then, there are other cheap minions you can drop that will benefit from the +1 after each turn - Voidwalker - albeit not a heavy hitter - can become a nuisance if allowed to get multiple rounds of hp bonuses - 1 cost means you could have a 1/3, 1/4 or 1/5+ minion (depending on your buffing RNG).Amani Berserker - for 2 mana, you can drop it early or late game. By itself it isn't terribly threatening - most opponents will either.a. leave it go 1-2 rounds (2/3 isn't that scary)b. blow a spell/minion to deal 3 damageIf they go with B, that's okay because it's a cheap drop, and most spells/minions that deal 3+ will cost them a chunk of a turn. If they go with A, even better. The Blood Imps/Priestess can make the Berserker a little beefier pretty quick - +1/2/3 to him, and suddenly he won't die so easily, his enrage will bring him to 5/? and he is a problem.Tauren Warrior - For 1 mana more than the Berserker you get another enrage minion, but he has taunt, making him a priority one. If there are a few Blood Imps or Priestesses in play, he is suddenly a very annoying force to reckon with. Starting at 2/3, likely being a 3rd/4th turn drop, odds are you've gotten at least 2 Imps/Priestesses in play; when your turn ends, with some luck, he is a 2/5 with a +3 enrage and taunt.Everything else is pretty self explanatory except the Faceless - Usually, I try to save him. I will drop him on an enemy minion only if it's a doozy (legendary of note), but most times, I wait for a turn 9 Ragnaros copy. I've had dozens of successes with this.If you play Ragnaros on turn 8 (7 if you haven't dropped coin for early board spread with Imps/Priestess), the opponent has only one turn to try to smash him, which (provided there isn't hex/sheep) can be daunting - 50% of the time, players avoid him and try to rush the hero to avoid the board clear of Ragnaros. If this is the case and they avoid Ragnaros, drop Faceless and duplicate him on turn 9 - you get 2 Ragnaros and it's pretty much GG. If you're feeling really cheeky, drop Defender of Argus between those 2 Rags and watch the opponent squirm - generating 18 damage on 2 taunts is hard, especially since the 2 Rags probably just blew out some minions!

Personal observations: The deck does well against enemies with little aoe, but suffers badly against the mage. The Priestesses are prime targets for Fireballs, and the Imps' stealth comes to naught against aoe. Other than the aoe issues, the deck has had a fair winrate for me. Only other issue is that the card draw may suffer mid/late game from the cheap drops...life tap!

Card Notes (23)

Hero Power

Life Tap - The deck may suffer late game, low draw issues. Life tap when you can. If you're high HP, it isn't bad, if you're low HP, you have nothing to lose.

Minions

Amani Berserker - Great synergy with the Blood Imps/Priestess. Can become very bad if let survive.